These are places where players get stuck and are more likely to quit. By analyzing player data, developers can find these points and implement solutions to make them less sticky. They can be removed, refined, or an IAP (In App Purchase) can be used to monetize this point of play. For example, at a point in game play where a player gets stuck, developers can introduce a purchasable booster that helps players progress through that point.<\/span><\/p> Historically, developers have looked to reduce friction as much as possible. In today\u2019s gaming environment, freemium models are widely popular. Developers have actually begun to intentionally introduce friction so that the implementation of an IAP can allow gaming studios to monetize that friction. <\/span><\/p>\t\t\t\t\t\t<\/div>\n\t\t\t\t<\/div>\n\t\t\t\t